Downloads: MedManager

MedManager

Uploaded by ShellShock - December 05, 2006
Author Author ShellShock
File Size File Size 679.3 KB
Downloads Downloads 19,512
+ Download
Medieval II Total War Manager
=============================

Download
---------

Download the MedManager.zip from this post.

Support
--------

Please see the main support thread.


By ShellShock
-------------

Medieval II Total War Manager (or MedManager for short) makes it easy to
manage some of the features of Medieval II Total War.

Editing saves. The following can be viewed and edited for an existing game:

o Campaign difficulty.
o Battle difficulty.
o Unit scale.
o The current season and year.
o The season and year the campaign starts and ends.
o The number of years per turn.
o Whether dates or turns are displayed.

Managing mods:

o Create a new mod in its own directory, without changing any of the original
M2TW files, or without creating a complete copy of the M2TW installation.

o Automatically create desktop icons (shortcuts) for your mods.Switch
between any mod or the original game just by clicking the associated icon.

o Define which files in the original M2TW installation to include in any new
mod.

o All presented in a easy to use Explorer-like interface.


Installation
------------

1. If you have installed a previous version of MedManager, uninstall it
first, using Control Panel, Add or Remove Programs.

2. Unzip all files in the downloaded MedManager.zip to a temporary directory.

3. Run the setup.exe. This will prompt you with the installation directory,
which defaults to

C:\Program Files\ShellShock Enterprises\Medieval II Total War Manager.

A shortcut to MedManager is created on your Desktop, and also in Start,
All Programs, ShellShock Enterprises.


Downloaded Mods
---------------

The following describes how to use MedManager with a downloaded mod.

1. In Windows Explorer, create a new directory for the mod, below the
"Medieval II Total War" directory. Give the new directory a suitable name,
i.e., the same as the mod. For example, for an "Realism" mod,
create a "Realism" directory below the "Medieval II Total War" directory.

2. Instead of unzipping/copying the mod files into the "Medieval II Total War"
directory, unzip/copy them into the mod directory, e.g.,
"Medieval II Total War\Realism".

Important: The relative location of the mod files and directories MUST match
the location of the same files and directories below the "Medieval II Total
War" directory. For example, suppose the Realism mod we have downloaded has
a map_features.tga file. In the original "Medieval II Total War"
installation this file is in the

Medieval II Total War\data\world\maps\base

directory. Thus, for the Realism mod this file must be in the

Medieval II Total War\Realism\data\world\maps\base

directory.

3. When you run MedManager it will automatically detect the new mod and create
a mod icon and Desktop shortcut for it.

4. Play the new mod either by using the icon in MedManager, or the Desktop
shortcut MedManager creates for you.


Creating a New Mod
------------------

The following describes how to create an "All Factions" mod that unlocks all
the factions in M2TW.

1. Run MedManager.

2. In the tree view on the left, select "Mod Template". The pane on the
right displays all the files that can be included as part of a new mod.

3. In the right pane, expand "data", and then "sounds". Make sure the files
events.dat and events.idx are ticked. These two files are required for all
mods. Now under data expand the world folder, and then maps. Make sure the
base folder is ticked - all files in this folder are required for new mods.
Also under the maps folder, expand the campaign and make sure the
imperial_campaign folder is ticked - for this mod we will need all the
files in this folder.

Finally, the preferences folder is ticked by default, so any new mods
will copy your existing preferences (e.g., key bindings).

Note: if you change which files are ticked, MedManager will remember your
selections when you run it again. For example, you may want to tick the
saves folder to copy saved games to new mods (but they may not work with
the new mod depending on how different it is to the original game).

4. In the tree view on the left, select "Mods". The right pane should be
empty. Press the Insert key, or choose New from the Mod menu. This will
create a new icon in the right pane called "New mod". Change the name to
"All Factions".

5. Right click the new "All Factions" icon and choose Explore from the pop-up
menu. This will run Windows Explorer to display the new "All Factions" mod
folder. In Explorer, expand the data, world, maps, campaign and finally
imperial_campaign folders.

6. In the imperial_campaign folder double click the descr_strat.txt file
which should open it in Notepad (note there should be no other files in
this folder). Change the text:

Code:
    playable
        england
        france
        hre
        spain
        venice
    end
    unlockable
        sicily
        milan
        scotland
        byzantium
        russia
        moors
        turks
        egypt
        denmark
        portugal
        poland
        hungary
    end
so it is instead:

Code:
    playable
        england
        france
        hre
        spain
        venice
        sicily
        milan
        scotland
        byzantium
        russia
        moors
        turks
        egypt
        denmark
        portugal
        poland
        hungary
    end
    unlockable
    end
7. Save the descr_strat.txt file. You are now ready to play the
"All Factions" mod. Either double click the "All Factions" icon in
MedManager, or use the "Medieval II Total War - All Factions" icon
that MedManager created for you on your Desktop. You can use this desktop
icon to play the mod without having to run MedManager first.


Editing a Save
--------------

The following describes how to edit an existing save file.

1. Run MedManager.

2. In the tree view on the left, select "Saves". The pane on the right
displays all the save game files for the main Medieval II Total War
installation. If you have any mod directories, then the save games for
each mod will displayed under separate nodes in the tree view.

3. Right click on a save file and choose Edit from the pop-up menu.

4. The "Edit Save File" dialog shows the current settings in the save file.

5. To change the campaign difficulty, tick the "Set campaign difficulty"
box, and then select the new difficulty.

6. It is recommended that you leave "Save changes to a new file" ticked.
When you click OK, your changes will be saved to the file name
displayed below the box.

7. If you untick "Save changes to a new file", then your changes will be
saved to the original save file. THIS IS NOT RECOMMENDED IN CASE YOUR
SAVE FILE IS CORRUPTED BY MEDMANAGER.

8. When you play Medieval II Total War, load the new save file.


The Mod Template
----------------

The "Mod Template" view allows you to select which files from the original
M2TW installation to use in your mods. Tick the individual files or whole
directories to include in mods.

When you create a new mod, the ticked files and directories will be copied
from your original M2TW installation.

You can also apply the Mod Template to your existing mods. Right click an
existing mod icon, and choose "Apply Mod Template" from the pop-up menu. This
will apply the ticked files and directories in the Mod Template to the selected
mod. If a file or directory is ticked in the Mod Template and it is not present
in the mod, then it will be copied from the original M2TW file/directory to the
mod.

If a file in the mod is not ticked in the Mod Template, and the file is a
copy of an original M2TW file (with the same date), then the file will be
deleted from the mod. This will not delete any files you have edited or added
to the mod.


Future Enhancements
-------------------

None planned.


Credits
-------

Thanks to:

o Epistolary Richard for documenting the mod switch used by M2TW.
o Sinuhet for analysing campaign dates.
o CA for providing such a great game.
o Microsoft for giving us .Net.


Condition of Use
----------------

Incorporation - This material in this modification may be included in other public
modifications in a complete and unaltered state. Adaptation may only be made to the
extent necessary for the material to be used as intended by the creator. These
conditions can be waived with the creator's express permission. It also may not be
used for any commercial purpose. The creator of the modification must be identified
within the credits included in any release.

Permission for sub mods - The material in this modification can be used for public
sub-modifications (derivative modifications which will not function without the original
modification installed). The sub mod should not be bundled with the original modification
in a single download without the express permission of the creator.


Version History
---------------

1.0.0.8
28th April 2016. Unknown changes.
1.0.0.7
18th September 2007.
Added support for 1.2, 1.3 patches, and Kingdoms.
Now uses the version information in the medieval2.exe file to determine the
version of the save file (I have been unable to locate any version information
in the save files themselves). However using medieval2.exe this does not work
for 1.2, which CA incorrectly versioned as 1.1.0.0. To override the version
in MedManager, use the File, Find M2TW menu command. This will be necessary
if you are trying to edit a 1.2 save file, but should not be necessary for
other versions.

1.0.0.6
15th December 2006.
Fixed editing saves created by a mod that uses the mod switch (has its own directory).
Tested with CA update 1.01.

1.0.0.5
5th December 2006.
Save files: added editing of start, end and current date, time scale and
showing dates. Many thanks to Sinuhet for his valuable input on this.

1.0.0.4
3rd December 2006.
Renamed "New Mod Template" node to "Mod Template".
Added "Apply Mod Template" menu option. This will apply the ticked files and
directories in the Mod Template to the selected mod. If a file or directory is
ticked in the Mod Template and it is not present in the mod, then it will be copied
from the original M2TW file/directory to the mod. If a file in the mod is not ticked in
the Mod Template, and the file is a copy of an original M2TW file (with the same date),
then the file will be deleted from the mod.
Fixed main form loading with 0 width and height after an abort.
Changed the main icon so it is easier to tell it apart from M2TW.

1.0.0.3
25th November 2006. Some minor bug fixes. Improved Saves view.

1.0.0.2
19th November 2006. Added support for editing save files.

1.0.0.1
15th November 2006. Changed the default New Mod Template to include the whole
imperial_campaign folder.

1.0.0.0
13th November 2006. First Version.

Images

None

Comments

rtsrobintje
April 18, 2009 at 09:09 AM
doesn't work,

it always shuts down

Do you know what i did wrong ?
Ryan Industries
February 14, 2011 at 07:25 PM
Im having the same error as the guy above me, it crashes on launch :/
Merexi
February 08, 2014 at 02:36 PM
Going to the 'mods' folder, and temporarily renaming the folders with downloaded mods (I had SS6.3 installed) fixed it for me.
nilotic
June 04, 2014 at 11:06 PM
yes like Merexi says, I had third age and renaming the folder to "asd" fixed it for me. Maybe it can't handle underscores or something
EmmEmm
June 26, 2015 at 05:40 PM
New to this, running the steam version of the game. When i am supposed to choose the path at the start it says that it can not find the "medieval2.exe", but it is sitting right there in the steam folder as it should. Not installed in Program Files, but on another drive (SSD). What could be the problem for it not finding the exe?
sharkeyyyy
June 30, 2021 at 06:41 PM
system.exception: error getting current year

is there error I'm getting when I try to open a save, I've moved the "saves" folder and the save games within, and my kingdoms and medievalII exe's into the MedManager installation folder.

Any idea what this error is ? Thanks